Config
Log for #openttd on 31st May 2012:
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05:27:01  <Silvanti> Amazing game guys :P Just thought I'd say that.
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11:31:27  <Hazzard> Hello
11:31:57  <Hazzard> Is there anywhere I can see the actuall tile sizes (hitboxes if you will) for the TTD landscape?
11:36:12  <frosch123> set newgrf_developer_tools 1
11:36:14  <frosch123> ctrl+b
11:36:29  <frosch123> that's the only thing we have, not sure what you want though :)
11:42:51  <Hazzard> Hmm, that doesnt seem to do anything
11:43:03  <frosch123> http://wiki.openttd.org/NewGRF_Debugging <- make sure to activate the newgrf developer tools
11:44:51  <Hazzard> Thats not quite what I need
11:45:04  <frosch123> did you ctrl+b?
11:45:08  <Hazzard> I want something like the landscape tiles
11:45:11  <Hazzard> yes
11:45:12  <frosch123> it's not listed on that page
11:45:33  <frosch123> no idea then
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12:01:09  <Hazzard> I want something that shows 1 blank ground tile, something like this
12:01:10  <Hazzard> http://i.imgur.com/8pcSU.png
12:01:38  <frosch123> what do you want to do with that?
12:01:51  <Hazzard> except where you can actually tell where the edges are
12:02:10  <planetmaker> uhm... the tiles have quite clear edges by default, no?
12:02:30  <Hazzard> I want to make an object
12:02:40  <Hazzard> I need an isolated tile
12:02:57  <planetmaker> still not clear why...
12:03:26  <frosch123> maybe you mean transparency options?
12:03:35  <frosch123> setting everything to invisible
12:04:06  <Hazzard> No
12:05:12  <Hazzard> I just need the size and shape of one isolated sloped tile so I know the size to draw
12:05:33  <frosch123> then check out opengfx source
12:05:42  <frosch123> and use the source sprites
12:06:00  <frosch123> or use the in-game sprite aligner and make a screenshot with ctrl+s
12:06:11  <planetmaker> yup ^^
12:07:15  <Hazzard> What is this in-game sprite aligner?
12:07:32  <frosch123> http://wiki.openttd.org/NewGRF_Debugging :)
12:07:58  <frosch123> click "pick" and then click anywhere on the landscape where your desired slope is
12:08:00  <Hazzard> ah, silly me
12:08:43  <planetmaker> or look http://newgrf-specs.tt-wiki.net/wiki/NML:List_of_tile_slopes
12:09:28  <Hazzard> Thanks
12:15:27  <Hazzard> Also, do any of you know of a good dam GRF for openttd?
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12:22:00  <Hazzard> brb
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12:39:58  <planetmaker> hm, can someone test / confirm: hysteresis when zooming in and out again multiple times. For me the visible viewport moves to tiles further North ever so slowly (half a tile per iteration)
12:51:39  <Belugas> hello
13:15:49  <Knogle> planetmaker: same happens here.
13:16:08  <planetmaker> thanks
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13:42:10  <frosch123> planetmaker: sounds like rounding-issue
13:43:30  <planetmaker> yes, probably. But I wanted to know whether general or OSX ;-)
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13:54:47  <__ln__> http://imgur.com/gallery/Wm7tg
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14:07:51  <frosch123> post that in the 32bpp thread as a good shadow example :p
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14:18:26  <Eddi|zuHause> wouldn't a rounding issue resolve itself after the second try (idempotence)?
14:21:34  <Eddi|zuHause> so it sounds rather like this obiwan guy popped up again...
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14:39:45  <supermop> hi
14:43:13  <NGC3982> __ln__: oh dang.
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15:40:32  <andythenorth> send a tent into space?  Why not
15:40:32  <andythenorth> http://www.youtube.com/user/vangotents
15:41:02  <andythenorth> [andythenorth was involved tangentially]
15:41:18  <Eddi|zuHause> your ass was involved?
15:42:41  <Rubidium> Brittish taxpayer?
15:42:56  <frosch> ah, 1.0 < 1.1 < beaufort < centaur, wasn't it obvious?
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16:11:41  <frosch> would anyone notice if the "set all news message types to: off / summary / full" would be gone?
16:13:19  <Sacro> yes
16:13:22  <Sacro> now you've told me
16:13:35  <frosch> ok, would you mind it missing? :p
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16:50:06  <Terkhen> hello
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16:54:53  * andythenorth ponders monsieur bird
16:54:59  <andythenorth> ou est il?
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16:56:41  * andythenorth has been pondering BANDIT scale
16:56:58  <andythenorth> pikka favours small
16:57:21  * andythenorth ponders this http://www.railpictures.net/viewphoto.php?id=182391&nseq=27
17:12:40  * andythenorth ponders
17:12:46  <andythenorth> doing 'farms' as towns
17:12:53  <andythenorth> is not the most insane idea ever ever
17:12:56  <andythenorth> http://www.tt-forums.net/viewtopic.php?f=32&t=61150
17:12:57  <frosch> they are driving on the wrong side of the road
17:13:15  <andythenorth> so is everyone else, it's ok
17:13:24  *** Nat_AFK is now known as Nat_aS
17:13:26  <andythenorth> as long as they all do it at once, all is well
17:14:00  <andythenorth> 'farms as towns' could provide for farm clusters with lots of different outputs
17:14:05  <andythenorth> 'chicken shed'
17:14:09  <andythenorth> 'milking parlour'
17:14:12  <andythenorth> etc
17:14:33  <andythenorth> how complete is town control?  Can I make produced cargo for a building depend on delivered cargo?
17:14:40  <andythenorth> (to the town)
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17:18:24  <Terkhen> playing with town storage, maybe
17:18:32  <Terkhen> but that would drive GS crazy :P
17:18:34  <Terkhen> hi Alberth
17:18:49  <Alberth> hi hi
17:19:01  * andythenorth [shrug] wrt GS
17:19:19  <Nat_aS> so an industry with no centralized pickup point
17:19:22  <Nat_aS> that might be anoying
17:19:30  <andythenorth> not an industry
17:19:39  <andythenorth> a cluster of tiles that produce
17:19:42  <Nat_aS> it can be bad enough nailing down goods dropoffs in med size towns
17:20:05  <Nat_aS> yeah, a cluster of tiles that produce can be a pain to nail down and pickup
17:20:47  <Nat_aS> PAX is okay because you can usualy get enough passingers from a quarter of the town, and towns will eventualy grow out around the station over time
17:21:13  <Nat_aS> but delivering goods to a medium sized town that's still growing can be a pain, sometimes redevelopment causes a station to STOP accepting goods
17:21:27  <Nat_aS> now imagine if instead of accepting goods, it's producing grain
17:21:55  <Nat_aS> Industries should have centralized pickup points
17:22:26  <Nat_aS> heck, I think goods and food should be delivered to a specific "Store" industry that forms in towns
17:23:09  <andythenorth> you know an industry is just a group of tiles right?
17:23:18  <andythenorth> so no different to a cluster of tiles
17:23:43  <Nat_aS> that's irrelivent
17:23:48  <andythenorth> I'm not proposing individual field tiles that all have to be covered ;)
17:23:49  <Nat_aS> it's a cluster of tiles that stays put
17:23:58  <Nat_aS> oh
17:24:06  <Nat_aS> I was thinking they would work like houses
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17:24:20  <Nat_aS> which get rebuilt
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17:24:34  <andythenorth> there would be something like a 2x2 building for 'grain silo'
17:24:42  <andythenorth> and 2x2 for 'milking parlour'
17:24:54  <andythenorth> and they would have output in the range of 100s of units
17:25:09  <Nat_aS> Hmm, so would the production be dependent on the fields, and the cargo be delivered from the silo?
17:25:28  <Nat_aS> and would fund new buildings also make more fields?
17:25:30  <andythenorth> no dependency on the fields
17:25:35  <Nat_aS> oh
17:25:40  <andythenorth> 'fields' are not really a thing
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17:25:50  <Nat_aS> well you said fields would be like houses
17:26:25  <andythenorth> I missed the bit where I said that
17:26:35  <Nat_aS> that's how I understood it
17:26:36  <Nat_aS> :P
17:26:38  <andythenorth> frosch: remember the idea of plantable objects?
17:27:40  <frosch> i did not put the stuff on the wiki yet
17:27:42  <frosch> like so much :)
17:29:19  <Nat_aS> well I like the idea of industries being larger, not one huge building, but having several satilite buildings which can be destroyed and will be rebuilt
17:29:24  <Nat_aS> so they wont get in the way
17:29:27  <Nat_aS> and look pretty
17:29:37  <Nat_aS> also, things effecting production other than random numbers
17:29:49  <andythenorth> frosch: I've been thinking about farms incorrectly.
17:30:08  <andythenorth> A grain farm should be a small industry - grain silo - surrounded by lots of farmhouses planted as objects
17:30:18  <andythenorth> the grain silo production would be hundreds or thousands of tons
17:30:18  <Nat_aS> tropic lumber mills are a good idea, although in practice they just make huge square holes in the map you have to fix every year
17:31:13  <frosch> andythenorth: so you want to eliminate feeders, and make rv completely pointless? is that strategy somewhat related to bandit? i.e. not having to do it? :p
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17:33:33  <Nat_aS> Herp
17:33:44  <Nat_aS> but HEQS is better for feeders
17:33:57  <Nat_aS> I want BANDIT for distributing goods and food to towns
17:33:59  <Nat_aS> :P
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17:34:41  <Nat_aS> well anyways, I like the idea of farm decorations being objects with one small thing in the middle
17:34:47  <Nat_aS> I think it could apply to any industry
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17:35:02  <Nat_aS> although it would be cool if the amount of objects determined the production
17:35:11  <Nat_aS> if you crowd out an industry, it wont produce as much
17:35:40  <Nat_aS> maybe as time goes on, the objects could be upgraded, allowing a visual representation of production increase.
17:37:13  <andythenorth> milk would still be picked up from individual farms
17:37:21  <andythenorth> livestock from a centralised cattle market
17:37:27  <CIA-17> OpenTTD: translators * r24304 /trunk/src/lang/ (czech.txt german.txt lithuanian.txt swedish.txt):
17:37:27  <CIA-17> OpenTTD: -Update from WebTranslator v3.0:
17:37:27  <CIA-17> OpenTTD: czech - 6 changes by RabbRubbish
17:37:27  <CIA-17> OpenTTD: german - 41 changes by Jogio, NG, planetmaker
17:37:27  <CIA-17> OpenTTD: lithuanian - 1 changes by Stabilitronas
17:37:28  <CIA-17> OpenTTD: swedish - 9 changes by Joel_A
17:37:33  <andythenorth> fruit would be collected from a packhouse
17:37:38  <andythenorth> sugar beet / cane from farms
17:37:50  <andythenorth> plant fibres, from farms
17:37:57  <andythenorth> wool....from farms
17:38:14  <andythenorth> this would make farms more interesting I think
17:38:23  <andythenorth> maybe
17:38:25  <andythenorth> dunno
17:38:32  * andythenorth finds farms quite boring to play with
17:38:59  <andythenorth> basically iron ore + coal -> steel mill and wood -> sawmill are the only interesting industries :P
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17:39:05  <andythenorth> everything else is kind of 'blearch'
17:39:43  <andythenorth> it doesn't help that farms are broken in FIRS
17:39:50  <Nat_aS> i like it when farms are clustered
17:39:55  <andythenorth> they're not currently
17:40:02  <Nat_aS> so I have an excuse to put a station at the town, and then feeders to the farms
17:40:08  <Nat_aS> using HEQS tractors
17:40:18  <Nat_aS> also, when mines are clustered up in mountians
17:40:25  <andythenorth> farms are silly
17:40:31  <Nat_aS> so I have HEQS trucks to haul ore down to the station
17:40:37  <Nat_aS> the only thing I don't have
17:40:47  <andythenorth> farms end up with so much transport infrastructure around them, it's insane
17:40:51  <Nat_aS> is a nice semi-truck to haul goods from the station to markets in town
17:40:53  <Nat_aS> :P
17:41:01  <andythenorth> farms end up surrounded by tracks and roads and canals
17:41:14  <andythenorth> a 1 tile station for dropping farm supplies
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17:41:23  <andythenorth> then 1-10 tiles for each produced cargo
17:41:29  <andythenorth> plus waiting areas, loops, depots
17:41:32  <andythenorth> it's stupid :P
17:42:29  <Alberth> reduce production if the fields are used for laying tracks/roads :p
17:43:37  <Nat_aS> HEY
17:43:47  <Nat_aS> what if sawmills replanted the trees they cut down!
17:44:16  <Nat_aS> they would cut down trees and replace them with logging machinery and stump objects
17:44:24  <Nat_aS> and they would do it in sections
17:44:39  <Nat_aS> and then when one section is done, they would move on to the next sectin
17:44:44  <Nat_aS> and replant trees in the other
17:44:49  <andythenorth> who does that?  Pikka?  OpenGFX+
17:44:51  <andythenorth> someone?
17:44:52  <Nat_aS> instead of just cutting a huge chunk out of the map
17:45:26  <andythenorth> one of the industry grfs has a tree cutting phase
17:45:30  <andythenorth> or maybe original forest
17:46:25  <andythenorth> is GS of any use yet?
17:46:35  <andythenorth> i.e. can I play it in single player, for an interesting game?
17:46:44  <Nat_aS> yes, but that's a single object
17:46:59  <Nat_aS> I like the fact that tropic mills are a small building that influences a large area
17:47:02  <Nat_aS> like your idea for farms
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18:12:45  <frosch> hmm, i am configuring ais not often enough
18:13:02  <frosch> i have quite some difficulties using the gui on arabic
18:13:33  <Alberth> :)
18:13:48  <frosch> usually i have no problem with the rest of ottd :)
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18:17:18  <Zuu> andythenorth: There ore two more developed GS that are useful in single player.
18:17:27  <Alberth> frosch:  so it cannot be the difficulty of reading arabic ;)
18:17:34  <Zuu> CityDomination and Neighbours are important
18:18:24  <frosch> Alberth: looks like the average handwriting
18:18:50  <Alberth> I wish I had that nice handwriting :)
18:30:12  <Knogle> heh
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19:08:05  <Nat_aS> [11:59] <Brot6> bandit: compile of r489 still failed (#3900) - http://bundles.openttdcoop.org/bandit/nightlies/ERROR/r489 ;_;
19:11:03  <Terkhen> error: andy's muse not found
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19:25:32  <Nat_aS> lol
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20:40:06  <CIA-17> OpenTTD: rubidium * r24305 /branches/1.2/ (8 files in 5 dirs):
20:40:06  <CIA-17> OpenTTD: [1.2] -Backport from trunk:
20:40:06  <CIA-17> OpenTTD: - Fix: [Script] ScriptTown::GetGrowthRate() returned wrong values after usage of SetGrowthRate() (r24302)
20:40:06  <CIA-17> OpenTTD: [1.2] -Update: documentation
20:46:05  <CIA-17> OpenTTD: rubidium * r24306 /tags/1.2.1/ (10 files in 4 dirs): -Release: 1.2.1
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21:10:15  <Terkhen> good night
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21:30:27  <Rubidium> blathijs & heffer & Ammler: new release tarballs have arrived
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21:33:23  <frosch> @topic set 1 1.2.1
21:33:23  *** DorpsGek changed the topic of #openttd to: 1.2.1 | Website: *.openttd.org (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: vcs, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, ever | English only
21:33:32  <frosch> that's the easy part :s
21:35:29  <Ammler> Rubidium: the download button at openttd.org still shows 1.2.0
21:35:48  <Rubidium> Ammler: I reckon that's some cache in the website
21:36:13  <Rubidium> the finger file is good, so the website should in the near future show the right thing
21:36:52  <Rubidium> like now
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21:43:07  <frosch> the harder part is also done :)
21:43:24  <frosch> now comes the boring part
21:43:36  <glx> the news ?
21:43:45  <frosch> the news is the hard part
21:44:06  <frosch> the boring part is positing the same thingie on the forums to get the same boring replies by the same guys as everytime :p
21:45:55  <frosch> though i am always happy when my broweser autocompletes the thread topic, as if i am not posting anything else :ÃŒp
21:46:57  <frosch> i hope i win an awkward-ness price for the news though :)
21:47:37  <frosch> s/awkward/weird/
21:47:53  <frosch> always confuse those
21:48:13  <frosch> since i know awk
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22:02:00  <NataS> Hmm
22:02:11  <NataS> asside from horns and bells, Trains in OTTD are really quiet
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22:02:22  <NataS> no Chugachughachuga sounds
22:02:37  <NataS> is it possible to add train running SFX?
22:02:56  <NataS> Idealy they would only play at the lower zoom levels
22:03:28  <frosch> try nars2
22:03:55  <NataS> is that a grf or a sound pack?
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22:04:00  <frosch> a grf
22:09:42  <glx> UKRS has running sounds too
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22:39:38  <frosch> night
22:39:40  <Adrian> I'm playing OpenTTD with the normal trainset. Sometime around ~1985 the rail passenger carriages disappear from the list (probably displaced by arrival of a new locomotive). Is this a known bug?
22:40:06  <Adrian> i.e. i can't build passenger cars anymore, nor clone existing trains.
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23:02:13  <NataS> do you have any other grfs on?
23:02:22  <NataS> and have you removed grfs from the game in progress?
23:02:28  <NataS> because that has been known to cause that.
23:03:53  <Adrian> yes, i have 2 more sets. av8 aircraft and different bridges. i guess that answers my question. bummer, i don't feel like starting over. gotta hope the later rail systems give me back passenger cars.
23:06:12  <NataS> well unless you removed trainsets at one point, it usualy wont cause a problem
23:06:40  <NataS> but removing newgrfs from games in progress can corrupt a game in ways that might not immediately be obvious.
23:06:54  <NataS> things go fine for a while, then cars start droping off the list
23:07:34  <Adrian> i see. thanks.
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